I'm bored. Give me things to rate. I'm stealing this idea from the thousand other times it's been done because I'm original.

EDIT: Well fuck that was fun. Got some right, got some SUPER wrong (looking at you Dr. Boom), but I had a blast with it either way. I've got to go be an adult and do life things, so I'll have to call it quits for the moment. If this blows up HARD I'll come back and try to answer more.

early Keleseth is what we are talking about (+[[Shadowstep]] O_O! just look [[The Mistcaller]]. You don't need to build your deck around him, he buffs also minions in your hand, and were never played because you couldn't use him early. ok, hes too a Shaman card, i wonder if this card wouldv'e see play if it was neutral.

Don't worry you're not the only one who did. Before the expansion where dr boom came out almost every big streamer called it bad because they compared it to a 7 mana 7/7 card that was really really bad in any meta. It turns out that the boom bots metter a lot for extra tempo.

Yeah, the important thing to note about the boombot explosions is that they're free damage to a random enemy. If your opponent has 0 or 1 minion on the board and you can kill your own Boombots, that's 2 (from them attacking) + 2-8 damage to the opponent face. Or, if they have minions on the board, 4 damage is enough to kill quite a few really solid minions; so your opponent had to play very carefully because they risked having two of their minions nuked at no cost to you.

Not to mention the 7/7 body of Boom himself is perfectly fine at 7 mana, so he was the primary threat your opponent had to deal with... leaving you to fuck up his board with your boombots

Disagree. It's still a premier 5-drop in standard. Every druid would want it. Every priest as well, especially dragon decks. Basically any deck that could use more card draw and had a few damaging spells would probably run it.

Mill makes more sense in other TCGs because their graveyards are interactable, whilst Hearthstone's is very limited - it's basically restricted only to "killed" minions, which can be resurrected in different ways.

if you have 10 cars your hand, you 'burn' your 11th card that would would have drawn, each time you draw. running out of cards doesn't auto lose yu the game, you take fatigue damage instead per each missed draw

Not to mention having legends be one-ofs and often lynch pin cards means milling a single card can be devastating. In magic, you often could care less if your opponent mills cards even without graveyard shenanigans because you have 4 copies and some of those cards will be very redundant lands.

No you're right. It's stupid expensive because they introduced it as a pair with [[Dreadscale]] but since Acidmaw is halfway killed on the first turn they hit the board and it wipes out the test of your board, it's still crap

So the longer a card sits in your hand the cheaper it gets? That seems really solid. I'm assuming there's control decks of some sort, or at least midrange decks that are fine with sitting on cards in hand waiting to play them, so this would seem to fit fine in that style of play.

Kazakus lets you choose between different potions. You can choose to make a 1 cost spell, 5 cost, or 10 cost. Then it lets you choose between one of three effects twice that could be dealing damage, summoning a big minion, drawing cards, etc. Depending on the cost of potion you picked at the start.

...I think this is good? With that high of a cost, replacing your hero with something that has 15 health seems good if you're playing it late into the game, but I'm not sure how useful that would actually turn out to be.

same effect as jaraxus, but they instead just add 5 armor. they dont give a weapon, but come with a battlecry like the warlocks one "battlecry: summon all demons that died this game." its better if you go into the game and read the cards themselves

"Ragnaros is heavily played in both control and mid-range decks and even shows up as a finisher in certain types of aggro decks. His high immediate value and strength at the eight mana cost made the decision during deck-building, “Is this eight mana minion better than Ragnaros?” rather than, “Is this eight mana minion the best choice for my deck type?” Dozens of cards in the seven to nine mana range never saw play because Ragnaros was always the easy choice in that range, and some decks only want to run one high cost card."

Basically right. But it could also bypass taunt for lethal if you got lucky. Or kill off big opposing minions without having to trade. This was the 8 drop for years. They had to send it to the Hall of Fame because nobody would play anything else at 8 mana.

JK, Shudderwock is a stable in a pretty strong deck in the current meta. If the deck is not defeated in before it goes off, it just wins pretty much regardless of the state of the game. This is because of the combination of it with [[Grumble Worldshaker]], [[Saronite Chain Gang]], [[Murmuring Elemental]] and [[Lifedrinker]]. This causes an infinite amount of 1 mana Shudderwocks that drain 3 from the opponent.

You mentioned before that you enjoy mill, and this murloc is our Millstone. Rogue players have MTG WU Boomerang effects and have the lion's share of cantrips and low cost cards. A mill rogue at full steam would cast two or three of these to max out your hand, then drop dark ritual [[Preparation]] and then [[Vanish]] to completely clear your board while protecting their Coldlights. You're stuck with a full hand, an empty board, and the knowledge that the control player in this matchup also has a full hand, empty board, and two mill activators. It can be brutal.

Oh, I really thought that someone already asked for a card with overload. My bad.

But Trogg made Shaman dominate the meta for a long time. Not with a overloading deck, but with an aggressive one. This card turn 1 + [[Totem Golem]] on two was really broken and could win games with you didn't have an aswer

One of, if not the most over-hyped cards in all of Hearthstone that ended up not seeing any play at all. COUNTLESS amounts of pro players thought he was going to dominate the meta, but he did no such thing.

There are ways to cheat out secrets, which is bad enough on its own, but it was used in almost every mage deck before being forcefully removed from the Classic set and moved to the Hall of Fame. Too many times was it used in situations where the mage should've clearly died, just so they can survive 2 extra turns to draw their finishing combo.

In these threads I like to ask about [[Justicar Trueheart]] and [[Baku the Mooneater]]. Upgraded hero powers are shown here. In particular, what classes would you think these cards are best in, and in what classes would one be better than the other?

I honestly don't even remember the classes, so not much I can add to that one, but I do think that's a good card. I'm guess that the Totem one and the 1/1 generator, along with the Draw a Card and 3 to the enemy are the best ones?

Okay, the classes and original hero powers are, from left to right/top to bottom in the image:

Druid - Gain 1 armor and +1 attack this turn.

Hunter - Deal 2 damage to the enemy hero.

Mage - Deal 1 damage.

Paladin - Summon a 1/1 Silver Hand Recruit.

Priest - Restore 2 health.

Rogue - Equip a 1/2 weapon.

Shaman - Summon a random totem (the totems are 0/2 restore 1 health to all friendly minions at the end of your turn, 0/2 +1 spell damage, 0/2 taunt, and a 1/1).

Warlock - Draw a card and deal 2 damage to your hero.

Warrior - Gain 2 armor.

Justicar was played mostly in Warrior, Priest, and Paladin. Baku is played mostly in Rogue, Paladin, and Warrior. Justicar was also terrible in Rogue, but Baku is incredible. Justicar Paladin was also a much slower deck than Baku Paladin.

Ya I put it in my evenlock this month, and I'm not sad to see it usually. The card being free instead of just reduced is a big deal, even a free two-drop is good when you only pay 1 mana to tap. Plus sometimes you get that turn 7 free rag or guldan and just win.

Not sure if someone said this or if I'll get the link right but what about [[C'thun]]?

Edit: there are also a ton of cards that synergize with C'thun such as [[Blade of C'Thun]], [[Disciple of C'thun]], [[Twilight Darkmender]], [[Twin Emperor Vek'lor]], [[Usher of souls]], [[Beckoner of Evil]], [[Twilight Elder]] [[Doomcaller]] and many more

Everytime I see one of these threads. The fun loving kid in me wants to see what a newcomer, with outside TCG experience, thinks about the most impactful cards ever conceived in a game I've been with for many year. While the cynical adult in me can't help but think this dude is totally a regular Hearthstone player and is just farming karma for his, on point, God Tier card "analysis".

until you realise, that a control deck needs its win conditions, and theyre often in your hand. You just might as well concede if you discard cards like [[Bloodreaver Gul'dan]] or [[Voidlord]] so it never really worked.